// This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license //TODO: dummy implementation / placeholder uniform extern float4x4 World; uniform extern float4x4 View; uniform extern float4x4 Projection; /* Texture2D Texture : register(t0); sampler TextureSampler : register(s0); */ struct VertexColorVertexShaderInput { float4 Position : POSITION; float4 Color : COLOR; }; struct PixelShaderInput { float4 Position : SV_POSITION; float4 Color : COLOR; float2 TexCoord0 : TEXCOORD0; }; PixelShaderInput VertexColorVertexShader( VertexColorVertexShaderInput input ) { PixelShaderInput output = (PixelShaderInput)0; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.Color = input.Color; output.TexCoord0 = (float2)0; return output; } float4 VertexColorPixelShader( PixelShaderInput input ) : SV_Target { return input.Color; } technique10 VertexColor { pass VertexColorPass { SetGeometryShader( 0 ); SetVertexShader( CompileShader( vs_4_0, VertexColorVertexShader() ) ); SetPixelShader( CompileShader( ps_4_0, VertexColorPixelShader() ) ); } }